Night Fighting Rules for Wings of Glory WWI
1. Additions to the normal turn sequence.
1.1, After all movement has been completed there will be a spotting phase.
1.2, After all firing spotting is updated.
2. New counters to be used for Night Fighting are Spotlights and Eyes.
Using the counters.
2.1, When planes acquire visual contact at close range you will place a #Spotlight counter on the spotted plane and an #Eye with the same number on the spotting planes. This happens in the spotting phase after movement and possibly after the shooting phase.
2.2, Whenever a plane fires, at the end of the shooting phase, it will acquire a SpotlightALL counter. Also, any planes within close range that had not previously seen this firing plane will automatically spot it as in 2.1 above and place the #Spotlight and #Eyes as necessary.
2.3, Any plane on fire acquires a SpotlightALL counter at the end of the shooting phase. Also, any planes within close range that had not previously seen this plane will automatically spot it as in 2.1 above and place the #Spotlight and #Eyes as necessary.
3. How to acquire visual contact.
3.1, After the movement phase before shooting there is now a spotting phase.
3.2, When an unspotted plane is within short range of another plane, spotting is attempted.
3.3, Spotting is not restricted to the firing arc. Spotting is done at 360* from the spotting plane’s peg to the target’s base. There may be an instance, like shooting, where one plane is at close and the other long range because of the base angles. Only the close range may attempt to spot.
3.4, The plane attempting to spot draws an ‘A’ damage card for each plane it is trying to acquire visual contact.
3.5, When trying to spot a plane that starts with less than 20 hit points, if an ‘A’ damage card with no special damage is drawn, spotting is successful. Place a #Spotlight counter on the spotted plane. Place an #Eye with the corresponding # to the #Spotlight on the plane that just acquired visual contact. Any additional planes spotting a plane with a #Spotlight will gain an #Eye with the same # as the #Spotlight.
3.5b, When trying to spot a larger plane that starts with over 20 hit points or more, spotting is successful with all non-special damage cards and any special damage with ‘0’ or ‘1’ damage. Place #Eye and #Spotlight as 3.5.
(reshuffle spotting cards back into the deck every 2nd or 3rd turn or immediately when a Boom card is turned)
3.6, In subsequent turns if a plane remains within close range, another attempt can be made to spot. If in subsequent turns a plane remains within close range of an already spotted plane, visual contact is kept. (whether there is shooting or not)
3.7, If using altitude, spotting rules ignore differences in altitude of 1 level. Spotting is always measured in the normal half and full measure stick distances. Planes that are 2 or more levels apart cannot attempt to spot but will see planes with “SpotlightALL’ counters on them. Shooting is still the same and one must be at half a measure stick to be able to fire when at 1 altitude difference.
3.8, At the end of a shooting phase, any planes that fired will gain a SpotlightAll counter. Also, any planes within close range of a plane that just shot will acquire #Eye counters while the plane that just shot gets a #Spotlight.
3.9, A plane can have a maximum of only two Spotlights on it, a numbered #Spotlight or a SpotlightALL.
3.10, All planes see any planes with SpotlightALL counters no matter the distance.
4. Losing visual contact.
4.1, Planes that do not shoot have their SpotlightALL counter removed at the end of the shooting phase.
4.2, In the spotting phase, if a spotted plane has moved out of close range and does not have a SpotlightALL counter, it will lose it’s #Spotlight with the other planes’ corresponding #Eyes also removed.
4.3, Planes that move beyond long range lose all #Eyes and #Spotlights to and from it.
5. Shooting at spotted planes.
5.1, A plane cannot be fired upon unless it has at least one Spotlight on it at the beginning of the shooting phase.
5.2, Planes with a SpotlightALL can be shot at by anyone within range, normal shooting rules apply.
5.3, A plane with a #Spotlight can only be shot at by a plane with a corresponding #Eye.
5.4, When first spotted at close range from drawing a non-special damage ‘A’ card, on that immediately following shooting phase, only one card of damage is taken. Also, the blind spot is ignored for this shooting phase for rearward firing planes. (see blind spot rule below)
5.5, If you have visual contact on a plane with a #Spotlight (no SpotlightALL) for more than one maneuver card at close range, you will fire normally. (two damage cards at the same altitude)
6. Blind Spot
As this is night spotting, you are not allowed to sneak up and get into a blind spot behind the enemy with no ‘SpotlightALL’…not that easy!…you will have to achieve that after spotting. For first visual contact per plane, you are not considered to be in a blind spot. If first visual contact has you in the enemy’s blind spot, it can still shoot you if it spotted you, regardless of altitude. The blind spot is then treated normally if contact is kept. If a plane was spotted because it shot, (has a SpotlightALL counter) the blind spot is treated normally.
Once visual contact has been lost, the spotting process will start over as well as the blind spot.
Night Rules summary
Spotting attempts are done at ½ measure stick distance at same or 1 level altitude difference.
Once spotted, if close range is maintained visual contact is kept regardless if shooting or not.
Planes that shoot or that are on fire are automatically spotted.
Planes must have #Spotlight or SpotlightALL counter on them to be shot at.
Firing on a plane that was just spotted at close range without a SpotlightALL already on it is treated as a long-range shot.
Planes that don’t fire remove it’s SpotlightALL counter.
All #Eyes and #Spotlights are removed from planes beyond long distance.
Spotting Examples
Turn X
4 planes, HP = Handley Page bomber, 1 red strip Fokker DVII, 2 Albatros DVa and 3 white Fokker DVII.
After movement…
1 is at close range and right behind and has the bomber in it’s firing arc.
2 is at close range but to the left of the HP flying parallel, does not have the bomber in it’s gunsights.
3 is just beyond long range but closing in.
HP attempts to spot 1 drawing a 0 with no special damage and succeeds. Place the ‘Eye1’ counter on the HP and a ‘Spotlight1’ counter on 1.
1 attempts but draws a 5 pilot wound and does not spot the bomber.
HP attempts to spot 2 drawing a 2 with no special damage and spots 2. Place the ‘Eye2’ on the HP and the ‘Spotlight2’ on 2.
2 attempts and draws a 1 rudder jam and does not spot the bomber.
3 is out of range so no attempt at spotting.
Photo after moving and spotting.
Even though 1 would normally be in the HP’s blind spot, the HP gets to shoot at 1 as this is first firing immediately after spotting. The HP draws a 2 damage on 1. As the HP fired, place a ‘Spotlight ALL’ counter on it. As 1 and 2 are at close range and the HP fired, place an ‘Eye3’ on 1 and 2 and ‘Spotlight’ 3 on the HP.
At this point 1, 2 and 3 see the HP. The HP sees 1 and 2.
PHOTO after shooting
Turn X +1
The HP moves forward. 1 moves forward staying behind the HP at close range. 2 side slips left and is now at long range, still parallel to the HP. Remove 2’s ‘Spotlight2’ and the Gotha removes it’s ‘Eye2’.
3 closes in a bit and gets into long range with the HP in it’s arc.
Photo after moving and spotting.
The HP now cannot fire at 1 as it is in the blind spot. The HP does not see 2 and 3 as both are at long range and do not have ‘SpotlightALL’ counters on them. 1 fires drawing 2 cards. 3 fires drawing 1 card. Both 1 and 3 place “SpotlightALL’ counters on them as they have fired. After all firing is done, the HP removes it’s ‘SpotlightALL’ counter as it did not fire this phase. 3 does not get an ‘Eye’ counter as it is at long range.
At this point the HP sees 1 and 3, 2 and 3 do not see the HP while the HP does not see 2.
PHOTO after shooting
Turn X +2
The HP stalls. 1 goes straight and overlaps the rear of the HP base. 2 turns right and gets to close range. Spotting attempt by the HP at 2 draws a 2 fire and it fails to spot 2. 2 draws a 0 and spots the HP, placing an ‘Eye3’ on 2. 3 stalls and stays at long range.
Photo after moving and spotting.
1 cannot fire as it is overlapping. (If using altitude, the HP may be able to fire at 1. If using the optional collision rules there is a possible collision as the front corners of 1’s base are overlapping the HP’s base.) 2 fires with 1 card on the HP. The HP fires on 3 long range drawing 1 card. 3 cannot fire as it is at long range and had lost visual contact when the HP did not fire last firing phase.
After all firing is done, 1 and 3 removes their ‘SpotlightALL’ counters as they did not fire. The HP and 2 get ‘SpotlightALL’ counters. The HP also gets an ‘Eye4’ and 2 a ’Spotlight4’.
At this point the HP sees 1 and 2. 1, 2 and 3 see the HP.
Photo after shooting.
Optional rules
Collisions
Collisions at night can happen at a higher rate as visibility is restricted. Collisions between at least one unspotted plane and any other plane will happen when there is a peg / base overlap as usual, but also when 2 corners of a base on one of the planes involved overlaps the other base.
It’s important to know where the enemy and friendly planes are to lessen the chances of a collision. Spotting for friendly planes must be done as well as enemy. Do this for both sides in solo games.
Blinded by Muzzle Flash
If a firing plane is not fitted with guns that are shielded from the firer, (i.e., comic, Lewis on upper wing...) it will lose visual contact if you fire and the enemy target plane did not fire. ( i.e., if you fire and there is no shooting at all by the targeted enemy plane, you will lose your #Eye on it and will have to reacquire visual contact.)
Bright Moon Light
If your mission is under a bright moon and clear skies it will be easier to keep your eye on the planes around you once you have spotted them. (You can roll randomly for it or set the Moon phase and weather as you see fit.)
Spotting is now attempted at long range instead of close.
Visual contact is maintained out to long range instead of close range even if no firing is witnessed.
Visual contact will be lost if beyond long range and no firing is witnessed.
Firing range is now normal once visual contact has been made. Ignore 5.4 under a bright moon.
Blue on blue
Pilots flying at night may be a bit jumpy when spotting a plane.
Any rookies that spot a friendly plane must draw a second ‘A’ card. Another non-special damage card must be drawn to recognize this as a friendly plane. Drawing a special damage card, he will think the plane is an enemy and will shoot if possible. As long as he stays in close range he gets to draw another card to recognize the plane in the next spotting phase. Once recognized, this plane will always be friendly for the remainder of the game.
Non-rookie non-ace pilots will recognize a friendly plane if his drawn card is a successful spot and it is a non-‘0’ card. If he failed to recognize the friendly plane he will shoot if possible. As long as he stays in close range he gets to draw another card in the next spotting phase to recognize the plane. Once recognized, this plane will always be friendly for the remainder of the game.
Ace pilots will recognize a plane as friendly if his drawn card is successful and it is a '0', '1' or '2' card. If he failed to recognize the friendly plane he will shoot if possible. As long as he stays in close range he gets to draw another card in the next spotting phase to recognize the plane. Once recognized, this plane will always be friendly for the remainder of the game.
In solo games, enemy AI planes will not shoot at each other.
In solo games, your controlled plane(s) do not have to shoot.
This may look intimidating at first but if you play out 4-5 turns to test run it you'll find it is actually easy. You'll get frustrated as your target often disappears into the darkness, but this is night fighting!
I'm close to finishing up a WW2 version that I will post.
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